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What is a good spec for learning Ele?


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#1 Kyris

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Posted 18 December 2012 - 03:57 PM

I want to learn Ele. It looks like it requires a high level of skill to play well, and I love a challenge so I made an ele :o

Could anyone recommend a good spec for learning the class? I'm using a d/d build atm, but it feels like a glass cannon and I would get destroyed in spvp. I have no idea how to do damage with this class :S

At the moment I'm playing mesmer, but its getting kinda boring just facerolling every fight without a sweat, I want to play a class that is more challenging, so I made a necro & ele ^^

Edited by Kyris, 18 December 2012 - 04:48 PM.


#2 Zhahz

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Posted 18 December 2012 - 04:16 PM

I doubt anybody has ever posted anything about this in the PvP or Ele forums.

Not to mention if you're so amazing that you never lose on Mesmer you should be able to figure this out.

Get it on with your bad self.

#3 Kyris

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Posted 18 December 2012 - 04:48 PM

americans...

#4 jthamind

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Posted 18 December 2012 - 05:54 PM

constantly switch elements, learn your combo fields and finishers, stay on the move (you don't always have to face someone to damage them, but they more often than not have to be facing you to hit you), learn how to CC chain with things like Updraft, Earthquake, chills, and stuns. use your auras a lot, and just realize that you can't take somebody down in 10 seconds or less a lot of the time.

i'm only a couple days into my d/d aura build, but these are some of the things i'm learning.

here's a thread i made where some of the people are discussing good d/d builds, maybe it has something in it you'll find useful:

http://www.guildwars...r-bunker-build/

#5 Kyris

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Posted 19 December 2012 - 03:35 PM

yah thats the build i picked. its pretty good but kinda squishy

#6 Mitch

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Posted 19 December 2012 - 11:49 PM

View PostKyris, on 19 December 2012 - 03:35 PM, said:

yah thats the build i picked. its pretty good but kinda squishy

A D/D Ele is anything but squishy...

http://intothemists....0J;0sV2DsV2D4BC

That's my current build, I sometimes change a few traits or my amulet depending on what my team needs or what the other team runs, for hotjoin this should be fine though.

Basically your main rotation will be (Air attunement -> 4 -> 2) Fire Attunement -> (2 -> 5 ) -> 3 -> 4 -> Arcane Blast -> Earth Attunement -> 4 -> Dodgeroll -> 3 -> 5

This will give you (and your allies) a lot of might, do a considerable amount of (mostly AoE) damage, have an AoE knockdown and 2 AoE cripples.

You can easily throw in Shocking Aura/Frost Armor in order to get the extra fury (the Arcane Fury trait should take care of most of your fury needs though) when waiting for cooldowns I usually swap to water to slow people with 3 and dps a bit with 1 and/or heal myself/my allies with 2, 5 and dodgeroll.

#7 jthamind

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Posted 20 December 2012 - 02:41 AM

i like what you did what Arcane Blast. i tried out it earlier and had some pretty damn good matches. i would do RtL, Updrate, run forward a bit and do the fire roll, then the fire circle + Arcane Blast for damage and might, then a quick earthquake for more might and a knockdown. then i'd go from there. it was working pretty well.

i'm still trying to decide whether i want cantrips to recharge 20% faster or have them give regen and vigor. i'm thinking maybe the latter since i took cleansing fire out and i'm spec'd for regen to cleanse.

Edited by jthamind, 20 December 2012 - 02:42 AM.


#8 Mitch

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Posted 20 December 2012 - 09:24 AM

View Postjthamind, on 20 December 2012 - 02:41 AM, said:

i like what you did what Arcane Blast. i tried out it earlier and had some pretty damn good matches. i would do RtL, Updrate, run forward a bit and do the fire roll, then the fire circle + Arcane Blast for damage and might, then a quick earthquake for more might and a knockdown. then i'd go from there. it was working pretty well.

i'm still trying to decide whether i want cantrips to recharge 20% faster or have them give regen and vigor. i'm thinking maybe the latter since i took cleansing fire out and i'm spec'd for regen to cleanse.

The main reason I don't put updraft in my rotation is because in tPvP it's invaluable for the knockdown to interrupt stomps, rezzes etc.

Honestly if that's the toss up I would always go for Regen and Vigor, this makes you a lot more tanky than having your Cantrips back slightly faster, not to mention the extra boons you get translate into more damage via Bountiful Power.

The only argument to be made here is wether you take Cleansing Wave or Cantrip Mastery, running Ether Renewal provides you with a lot of condition removal, add Dagger 5 and dodge roll in water attunement to that and you got all the individual condition removal you need. I personally opt for the Cleansing Wave trait as it cleans allies too when i swap to water attunement.

Normally I wouldn't pass up Powerful Auras but in some rare cases I take Cleansing Water (if my team lacks proper condition control because we're not running a necro and the other team is for instance).

#9 Viesis

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Posted 20 December 2012 - 10:39 PM

The best way to learn to play an Elementalist competitively is by watching streams or videos. In my opinion, you will (or at least I did) learn a lot more from watching skilled players play than you will do by reading a forum post. There are however some mechanics and tips that you should learn before approaching competitive play:

Taken from Aky's Build Compilation (might be outdated with recent patches).

View PostAky, on 25 September 2012 - 05:17 PM, said:

Some tips:
- Water 4 + AW on Staff is a free group Aura buff
- Eruption + Combo Field triggers the combo field, delayed
- Weapon switching sigils trigger on attunement switching
- Glyph of Storms on Earth = AoE Blind + Bleed field, pulses each second
- Glyph of Storms has the highest dps on Earth (only use it on Earth)
- Glyph of Storms on Ice chills, not recommended though
- Elementals do lots of damage over time if ignored
- The damage of Elementals doesn't scale with Power
- Elementals can be buffed with Zephyr's Boon: Fury + Swiftness
- Glyph of Lesser Elementals: Ice Elemental does not heal, Fire Elemental does almost the same damage as Elite, Air doesn't stun
- Conclusion: Use Lesser Elementals for Fire only, Elite Elemental for Water or Fire depending on situation

- While not in combat use Staff Air #4 and equip Offh. Dagger from your inventory to use Air #4 for mobility
- Even when playing Staff or D/D you can still buff yourself +250 armor by temporarily equipping Scepter and Earth #2
- Don't trigger Earth #2 on Scepter to lose the armor. Never. Not worth it.
- Use Dragon's Tooth for Zoning
- You can Lightning Flash shortly before Churning Earth ends
- Arcane Shield also blocks CC skills, can be used to cast Churning Earth
- AW on Elemental Surge can be used to AoE immobilize enemies for a second
- On Elemental Surge I found the Blind to be the most useful in 1v1 situations (depends on the situation, though)
- Hydromancy weapon rune doesn't only chill, it can also AoE crit for ~1.2k
- Air armor runes 6th effect can crit for 2-3k
- Mist form cd reduction is currently bugged
- Arcane Power is bugged and only crits the next 3 skills instead of 5
- "Grounded" trait seems to be bugged
- Vital Striking gives 10% bonus damage when health >90%
- Use Gust, Updraft, Earthquake to interrupt stomps
- You can use Mist Form while stomping
- If you're standing on the pillar at the graveyard to nuke you can use Gust to throw down incoming enemies
- Final Shielding (passive) does not share cd with Arcane Shield (active)
- Earth's Embrace (passive) does not share cd with Armor of Earth (active)
- AB and AW are instant cast skills which can be used anytime, e.g. while dodge rolling
- Auras are instant cast and can be used while stunned
- Attunement switching is instant and can be used while being stunned (use Water for heal or Earth for Protection)
- The 15 pts water trait heals yourself as well and provides good survivability
- AW is an awesome blast finisher which can trigger all kinds of combo fields, for me it's a must have on any build (provides an additional heal when used with Water fields)
- You can buff over 1 minute of Swiftness with a Thief, Eruption + Air attunement + Static Field + AW + Cluster Bombs + Windborne Speed
- You can buff 16 Might stacks for the group by yourself by equipping S/D and using: Fire Att., Fire #4 #2 #3, Earth #4, AW, #5
- You can buff 25 might stacks with a Thief in your group (Cluster Bomb)
- Leeching sigil heals you for ~1k, doesn't do damage
- On crit leech sigil heals you for ~500 hp
- Divinity set gives +60 to ALL STATS, therefore also increasing Healing, Cond. Damage and Crit dmg. The effective crit damage bonus is therefore 18% instead of 12% (NOTE: Fixed after a recent patch)
- Evasive Arcana is a Blast finisher
- Evasive Arcana has individual cooldowns for each element
- Magnetic Grasp is a Leap finisher

Edited by Viesis, 20 December 2012 - 10:40 PM.


#10 Fiery Lily

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Posted 21 December 2012 - 08:40 AM

View PostMitch, on 19 December 2012 - 11:49 PM, said:

A D/D Ele is anything but squishy...

http://intothemists....0J;0sV2DsV2D4BC

That's my current build, I sometimes change a few traits or my amulet depending on what my team needs or what the other team runs, for hotjoin this should be fine though.

Basically your main rotation will be (Air attunement -> 4 -> 2) Fire Attunement -> (2 -> 5 ) -> 3 -> 4 -> Arcane Blast -> Earth Attunement -> 4 -> Dodgeroll -> 3 -> 5

This will give you (and your allies) a lot of might, do a considerable amount of (mostly AoE) damage, have an AoE knockdown and 2 AoE cripples.

You can easily throw in Shocking Aura/Frost Armor in order to get the extra fury (the Arcane Fury trait should take care of most of your fury needs though) when waiting for cooldowns I usually swap to water to slow people with 3 and dps a bit with 1 and/or heal myself/my allies with 2, 5 and dodgeroll.

Basically i agree with this. I use a variant of that with armor of earth instead of arcane blast (not having the heal interrupted is kind of important) and for the same reason cantrips time reduction instead of cleansing wave.

The other option that i would probably run to learn (then u can switch to something more offensive) if u have problems is going full bunker:

http://intothemists....1V;0Rk06Rk069cO

You wont kill a kitten with this but u wont be killed. That is IF u play fast enough: the idea here is to gain the hell out of the passive effect of the healing signet. And the active heals you have in water IF used at the right time. The condition cleansing is in fire (apart from the cleansing flame utility and all the utility in general since they grant regen).

The choice between the 2 builds is all about how hard it is for you to learn elements switching and managing cds, the second being more forgiving than the first (but i repeat: you wont kill a kitten. Your best atttack with the spec is earth one: enough said).

#11 Kyris

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Posted 21 December 2012 - 10:18 AM

Man, at first I was getting really frustrated because I kept dieing all the time and getting locked down by slows n stuff, but the penny dropped yesterday for me. I finally stopped sucking at this class and I understand it now!

I'm not sure if this is the best tactic, but what I found to be working was to employ a 'hit and run' style iun group situations. Basically, I fly in with air 4 -> air 5 -> earth 4 -> earth 2 -> dodge -> fire 3 -> fire 4 -> fire 5 -> water 4 -> dodge -> water 3 -> water 4, then i run out of the fight so that people de-select me as a target, and then i earth 5 -> lightning flash in -> arcane blast, then switch to water to heal my allies while they finish the enemy off

i love this class :D its so exciting to play

Edited by Kyris, 21 December 2012 - 10:18 AM.


#12 Mitch

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Posted 21 December 2012 - 01:35 PM

View PostKyris, on 21 December 2012 - 10:18 AM, said:

Man, at first I was getting really frustrated because I kept dieing all the time and getting locked down by slows n stuff, but the penny dropped yesterday for me. I finally stopped sucking at this class and I understand it now!

I'm not sure if this is the best tactic, but what I found to be working was to employ a 'hit and run' style iun group situations. Basically, I fly in with air 4 -> air 5 -> earth 4 -> earth 2 -> dodge -> fire 3 -> fire 4 -> fire 5 -> water 4 -> dodge -> water 3 -> water 4, then i run out of the fight so that people de-select me as a target, and then i earth 5 -> lightning flash in -> arcane blast, then switch to water to heal my allies while they finish the enemy off

i love this class :D its so exciting to play

Try switching the order of fire and earth around, fire fields + the blast/leap finishers in earth will grant you (and your nearby allies) a lot of might, this will greatly increase your burst potential.




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